When human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most ...

Point-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less ...

Renderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence ...

Mobile phones and tablets are rapidly gaining significance as omnipresent image and video capture devices. In this context we present an algorithm that allows such devices to capture high dynamic range (HDR) video. The ...

We present an example-based approach for radiometrically linearizing photographs that takes as input a radiometrically linear exemplar image and a target regular uncalibrated image of the same scene, possibly from a different ...

Converting unconstrained video sequences into videos that loop seamlessly is an extremely challenging problem. In this work, we take the first steps towards automating this process by focusing on an important subclass of ...

Bidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub-paths from the eye and the lights, which are connected for ...

In this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation ...

Recent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results ...

Even though much research was dedicated to the acceleration of consistent, progressive light transport simulations, the computation of fully converged images is still very time-consuming. This is problematic, as for the ...

In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. ...

We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of ...

We present a technique to e ciently importance sample distant, all-frequency illumination in indoor scenes. Standard environment sampling is ine cient in such cases since the distant lighting is typically only visible ...

In this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important ...